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  • It may sound strange to current gamers, considering that pretty much every game today comes in

  • its own case, or jewel case, or other storage solution, but back in the day, there wasn’t

  • this level of forethought. You wanted a game? It came in a CARDBOARD BOX. And if you had

  • the space to keep this increasingly precious specimen safe, you were a wizard or something.

  • Most of the time these boxes went straight to the trash. I preferred cutting the fronts

  • out and sticking them to the walls of my room. Over in Japan, the scene was much the same...

  • except for Namco titles. Realizing the extreme collectibility of games like Quest of Ki and

  • Karnov, they decided to outfit their players with something a little more durable. Each

  • Namco game - in addition to a superfluous T - came in a hard black case, sometimes needing

  • a crowbar to wrest open, which locked the game into a snap-down compartment and included

  • a holding bar for the manual, obligatory registration card (frequently re-purposed as a password

  • sheet), and advertising materials. Oooh, Rolling Thunder! Better tell Mark about that one.

  • And Quinty, AKA Mendel Palace, AKA What Game Freak Did Before Pokémon. And, of course,

  • the super-cute Splatterhouse: Wanpaku Graffiti. Anyway. Since there wasn’t absolute standardization

  • among Famicom carts like there was with NES carts, the games aren’t completely transferrable

  • between cases. If your vicious attack Shaymin gets a hold of your case for Wagyan Land 1,

  • you can’t just slap it into a spare Wagyan Land 3 case. A little less convenient, but

  • a little more interesting. It’s a darn spiffy idea, exceptionally resilient - these games

  • are in fantastic shape for being up to 23 years old - it’s kind of a shame we never

  • got this treatment in the states. Well, for NES games, anyway. Best we had were after-market

  • solutions like those big clear mabobs that everyone had, and which could hold Genesis

  • games... if Genesis games (and, indeed, Master System carts) didn’t already know which

  • way was up and got on board the bigol case wagon. And then Sega decided they needed

  • to save money and these awesome protective devices went POOF. There went that. So let’s

  • celebrate a historical outlier: A well-designed case for an 8-bit Nintendo game, proving that,

  • back in the day, Namco were so awesome they could just jam a T at the end of their name

  • and NOT look pretentious. And that’s something. I’m still gonna takeem to task about

  • constantly dropping the Y in Wagyan, though.

It may sound strange to current gamers, considering that pretty much every game today comes in

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B2 中高級

CGRundertow NAMCO FAMICOM CASES電子遊戲硬件評測 (CGRundertow NAMCO FAMICOM CASES Video Game Hardware Review)

  • 20 1
    阿多賓 發佈於 2021 年 01 月 14 日
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awesome

US /ˈɔsəm/

UK /'ɔ:səm/

  • adj. 引起敬畏的 ; 可怕的; 極好的
case

US /kes/

UK /keɪs/

  • n. 手提箱;行李箱;訴訟案件;案件;案情;例子
  • v. 案件
land

US /lænd/

UK /lænd/

  • n. 國家;土地,土地
  • v. 到岸;送;登陸;使...登陸;著地
decide

US /dɪˈsaɪd/

UK /dɪ'saɪd/

  • v. (考慮後)決定;定奪;決斷;(法律的)決定,判決;導致,決定了(事情的結果)
money

US /ˈmʌni/

UK /'mʌnɪ/

  • n. 錢 ; 通貨 ; 金錢 ; 財貨 ; 財富 ; 金額 ; 幣 ; 財 ; 財帛 ; 鈔 ; 貨 ; 貨幣 ; 金 ; 資 ; 鍰 ; 鏹 ; 蚨
super

US /ˈsupɚ/

UK /ˈsu:pə(r)/

  • adj. 超級
save

US /sev/

UK /seɪv/

  • v. 保存;保留;避免;存錢;儲蓄;儲蓄;儲存;救;挽救;救(球);阻礙對方得(分);節省;省去
  • prep. 除...之外
  • n. 救球;阻礙對方得分
game

US /ɡem/

UK /ɡeɪm/

  • n. 遊戲;狩獵;比賽
durable

US /ˈdʊrəbəl, ˈdjʊr-/

UK /ˈdjʊərəbl/

  • adj. 經久的 ; 堅牢的 ; 有永久性的 ; 有耐久力的 ; 耐久財 ; 耐久的 ; 有耐久力
graffiti

US /ɡrəˈfiti/

UK /grəˈfi:ti/

  • n. 塗鴉

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